/* Copyright (C) 2006,2007 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
*/

/* ScriptData
SDName: NPC_Not_Selectable
SD%Complete: 100
SDComment: No Longer Required
EndScriptData */


#include "../sc_defines.h"

struct MANGOS_DLL_DECL not_selectableAI : public ScriptedAI
{
    not_selectableAI(Creature *c) : ScriptedAI(c) {EnterEvadeMode();}

    void EnterEvadeMode()
    {
        m_creature->RemoveAllAuras();
        m_creature->DeleteThreatList();
        m_creature->CombatStop();
        DoGoHome();
        m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
        m_creature->SetUInt32Value(UNIT_FIELD_FLAGS,UNIT_FLAG_NOT_SELECTABLE);
    }
};

CreatureAI* GetAI_not_selectable(Creature *_Creature)
{
    return new not_selectableAI (_Creature);
}

void AddSC_not_selectable()
{
    Script *newscript;
    newscript = new Script;
    newscript->Name="not_selectable";
    newscript->GetAI = GetAI_not_selectable;
    m_scripts[nrscripts++] = newscript;
}
